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    Imagine if you had the opportunity to make an area of your own for Dark Souls II...

    Soul of Stray Demon
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    Post by Soul of Stray Demon Sat Jun 22, 2013 4:18 pm

    A temple with ghosts, who are past sacrifices to the gods. The temple was the location of an ancient ritual where people were sacrificed to please the gods, similar to some of the religions of the past.
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    Post by HereticForLife Sat Jun 22, 2013 4:47 pm

    I actually had an idea that I put up on the old idea thread for Dark Souls, involving dragons, which would potentially be an even better thematic fit this time around considering that DkSII seems to be focusing on the dragons a lot more than the first one. It's somewhat long though, so I put it all in spoiler tags for the good of the people.

    Spoiler:
    hey its andres
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    Post by hey its andres Sat Jun 22, 2013 5:19 pm

    Okay picture the same weather elements as the ones in the latest trailer. Now, picture an arena, no a Colosseum that truly is colossal. There are all sorts of traps in these, but the main enemies are other players. This is not a pvp area mind you it is an actual area of the game. A covenant of gladiators will spawn similar to how the forest covenant is, although you will run through with a random group of whoever else needs to get past that area. You must run through the traps in the arena section and the slowly climb all the way to the top to fight the boss. All the while there is a group of players that will try their hardest to make it to wear you will not make it. The only thing with the covenant is that they spawn as special kind of phantom with set armor and weapons, to emphasize the gladiator feel. This is what I would love to see.
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    Post by twigsterxd Sat Jun 22, 2013 7:32 pm

    DAM YOU GRIN!!! I came diectly to page 2 cause I had to think of this one. But, after seeing everyone praise you, I had to check out your post. You got +1 bud, good read big grin
    My area would be an area somewhat like the forest but more trees, a small trail, and laced with boobie traps. Some traps would be for the host, some for an invader. If invaded, the host can NOT run for the boss gate as a huge wall would surround the area. To disperse the wall, disperse the invader. Some traps would need to be triggered by host to have them hurt invader and vice-versa. Traps could be also be set to drop both people into a pit like the tiger pits they use in jungles. Instead of falling into pit and being skewered, spears jet out of ground if you step in a certain spot. This is just my invasion aspect. Need to think how the PvE portion would play out.
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    Post by twigsterxd Sat Jun 22, 2013 7:36 pm

    Soul of Stray Demon wrote:A temple with ghosts, who are past sacrifices to the gods. The temple was the location of an ancient ritual where people were sacrificed to please the gods, similar to some of the religions of the past.

    Just to add something cool. It would be cool if you had a pvp situation and after the battle was over, an fmv would play with the loser being sacrificed by the winner big grin
    Just to add a little salt to the wounds lol
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    Post by Azul Sat Jun 22, 2013 8:38 pm

    I want exploration to be a bigger aspect of an area. Recreate that feeling you had after defeating the Iron Golem atop Sen's Fortress, and were carried away to Anor Londo's outer wall. Looking down on that massive city, eager to explore it all... and only entering two actual buildings, a large hall with the Painted World, and a slightly more intricate church area.

    I'd love an area similar to the Undead Burg/Lower Undead Burg, only no linear progression. You enter the area, and it's up to you to figure out what buildings to explore. An actual town. Buildings would be smaller to compensate for such an expansive area, but the amount of buildings and potential hidden areas would more than make up for this. Those who are curious would check each alley, attempt to reach the roof tops, attempt to jump across the roof tops themselves in hopes of finding some secrets.

    Just a normal town. No traps, only some enemies, I'd prefer a select few enemies that roam the town. Strong enemies. Black Phantom strong at their weakest, meaning stealth is a preferred option for this area. Perhaps partially blind, so that if they look your way you aren't instantly screwed over. But the reason for the expansive town and 'go anywhere' design is to escape these terrifying enemies. 

    If you're found, you run. Down the alley, into the building, up the stairs, out the window into an adjacent roof top, drop down from there, and into another building, hoping that the black phantom enemy was lost in the chase. Manage to kill one of these creatures through a pure war of attrition with their massive HP pool and defensive stats, rare loot can be yours... but during the battle, beware that another black phantom might turn that corner down the street and bear witness to your struggle, and join in.

    Oh, the story such an area could tell. Corpses found behind closed, barricaded doors, a hole in the ceiling, looking as though something large and heavy broke through to finish off those who attempted to survive. The staircase going to the second floor half broken due to the weight of the beast, more corpses, and a hole in the wall leading to the street, where large cracks in the ground mark the landing spot, with a corpse not far off, a poor soul who wasn't able to outrun this predator.

    I doubt any such area will be in Dark Souls 2, but I can certainly imagine it.
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    Post by samster628 Sun Jun 23, 2013 6:28 am

    Yes i like the town idea (i loved the lower undead burg from the dogs that rush the hell out of you to the amusing capra deamon rush to the final sneaky backstab the first time you go towards the depths).
    Got to make sure it still has some blocked off and collapsed aspects though. You can just imagine running like hell down an alleyway finding the door at the end has collapsed thinking crap, crap as you are bared down upon by the foe before spotting a rusty ladder you can use to make your escape and just getting up high enough to avoid being slaughtered in a charge. And thus the chase continues.
    Would have to change the architecture a bit though to keep the originality. and maybe some of the damage could have been caused by fire.
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    Post by GrinTwist Sun Jun 23, 2013 2:35 pm

    An underground ocean with an island in the middle of it. The amount of light on the island itself would be the same amount of light found at the bottom of the catacombs, the light itself would come from torches found throughout the island.

    The boss itself will actually be a mixture between an Anglerfish and a salamander but it would probably be the size of the Gaping Dragon.

    Attacks
    A bite attack in which the boss turns it's head and attempts to bite you, however because of the length of it's teeth the attack has a wide range.
    A jump attack, in which it curls back for 4 seconds before lunging at the player.
    An attack where the boss pukes out a liquid that can degrade your equipment if you are in it for too long. This attack would be like the gaping dragon's attack but won't be as large.
    A toxic mist attack in which the boss will start to shake back and forth before unleashing a large cloud of gas which can fill up to a quarter of the boss room.
    Claw Attack
    Tail Attack

    Defenses
    58% Resistance to fire
    67% Resistance to magic
    33% Resistance to lightning
    It would have a poise equal to 58 for a player and this would stay consistent throughout the fight
    You would not be able to use poison or toxin against the boss however bleed can effectively work against it
    Daggers do slightly more damage against this boss

    Drops
    Obsidian Longsword - A non-buffable longsword that does 120-180 more damage (if upgraded completely) than the average longsword. It has the same swing speed as these longswords as well.
    The longsword can be obtained by cutting the tail off of the boss, however the length and the speed of the tail and make this a bit of a challenge.
    The boss itself does not have a boss soul, but drops around 35000 souls upon defeat.

    Boss Area
    The boss area itself will be a medium sized beach with ruins surrounding the area until you reach the ocean. The boss itself will emerge from the ocean once the player enters the room from the white fog.
    There would only be two forms of cover, both of which would be ruined walls however the boss can destroy these if they take enough damage.

    Regular Enemies
    Most of the enemies found down here would be hollows that are the same size as the player using the movesets of actual weapons that the player uses. The fights themselves will be like the ones we have with the NPCs in the game.
    There would be around 25 of these enemies found throughout the map along with three drakes found within the middle of the island.

    Non-Respawning Enemies
    If going throughout the island undead you would not run into any non-respawning enemies, however if you are human you would be invaded close to the boss door.
    The invader would use similar equipment that Ciarian uses however also uses pyromancy towards the player.

    Area
    The area itself would be around the same size as the painted world. The area itself is divided into two parts the beach and the ruins.
    The beach would be the area that we start in and is not large in size. You can find 8 of the hollowed enemies here and they can gang up on you if you get them all together.
    The ruins however are much harder as the enemies patrol the area in groups of two with half of them using heavy armor and the other half using medium armor. However three of these hollows at the end will be using light armor while also using halberds.
    The ruins themselves will look a lot like Dark Anor Londo and will cover a large area of the map.

    Shortcuts
    There would be no shortcuts located here.

    Bonfires
    There would only be one bonfire located at the start of the map, you can warp from this bonfire and warp back.

    Entrance/Exit
    The entrance would be a small hole found after the fourth mandatory boss you come across in the game. However, once your character gets close to the island they would land the same way you would when you reach the firelink shrine in Dark Souls.
    The exit would also be a lot like when you character would need to get to Anor Londo for the first time, however another creature like the boss emerges from the ocean to pick you up and put you back before you jumped down the hole.

    Unique Equipment
    You will be able to find a greatsword that can do bleed damage guarded by the drakes.
    One of the hollows in the area will also drop spear that has been upgraded to do lightning damage.

    Yup.
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    Post by Soul of Stray Demon Sun Jun 23, 2013 3:54 pm

    A good puzzle boss. An area where you when you enter, you see a cutscene of an giant monster, much larger then Ceaseless Discharge and BoC combined. And throughout the level you fight tentacles and other things coming off of it, till eventually you get to the boss fog, and you jump down into a plunging attack, only for it to eat you. It's also too far to hit with bow weapons and magic, so the trick to beating it would be in the level before it. In the level there would be certain non-respawning body parts that you have to destroy in order to beat the boss. Some of them would be hidden, and hard to get to. Once you destroy a certain number of them, you can fight the boss, but there would still a few more parts left, if you want to make it easier on you.
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    Post by phastings Tue Jun 25, 2013 1:48 am

    I always wanted them to do a battlefield strewn with corpses of the fallen after a big battle. 

    This would be cool if the terrain was complex; imagine the battle scene in the fellowship of the rings intro. Something with plateaus and fissures in the earth. Would be a vast area interconnected to other areas. Hostile Graverobbers roam the field, as well as black phantoms. Maybe an NPC remains as the sole survivor, or claims to be.

     - awesome thread idea btw! Creative stuff. If From (somehow) runs out of ideas this would be a good resource for them
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    Post by arshan272 Sun Jul 07, 2013 8:58 pm

    Acervum's Emporium
     Alright. So, the entrance to this area is sort of like the Catacombs, except you slide down to the bottom. The player finds themselves in a narrow hallway, at the start of which is a warpable bonfire. The player follows the narrow hallway into a massive storage room filled with a maze-like array of shelves. The shelves are overflowing with chests, which are in turn overflowing with random consumables and all levels/colors of (insert DS2 main crafting material). Naturally, the mazelike Emporium is patrolled by standing mimics. However, randomly spread among the chests each play-through is a different kind of mimic, one that is far more dangerous than the others. If you open, it will kill you. Every time it kills you this way, it respawns in a different place, and gains maximum health equal to 5% of yours. This mimic will, in turn, drop a random powerful item from a list of items if you manage to kill it, which will be hard. Cos' it's deadly fast, really short, has the same HP scaling as Gravelord Nito, is immune to critical attacks, and spews molten titanite when it's angry. Also, it ain't the boss. 

    Defeat this creature, and an NPC will spawn from its corpse, a scholarly looking masked man named Acervum. He's a vendor that sells sorceries and miracles, and if you kill him you get his mask, catalyst, and armor (I'll explain later). If you talk to him, he tells you that he is a bit of a packrat, and stockpiled all these material and random items as part of some collection. An enchanter, envious of his collection, created the Ubermimic, and pushed him into it to be used as the power source. After you save him, the boss will be available to kill.

    Randomly spread out among the chests will be a special chest with no discernible features. Once you open it, it will pull you into the boss room. The boss room will be filled with open empty chests, broken shelves, and pre-destroyed barrels and crates. In it, there is a giant, black, gooey gelatinous creature with bits of destroyed stuff and mimic mouths sticking out of it. Touching it will do some minor damage, stagger, and build up your toxicity. The thing's really slow, but it spews out poisonous gas in random directions, and fires dark orbs out of a gnarled staff sticking from its back.  When it dies, it explodes in a 30 second noxious cloud that will toxify you. It drops the noxious catalyst, which explains that this was, in fact, that very enchanter who was consumed by his own greed, and that the catalyst warped his body. It has ridiculously high magic adjust, but each spell you cast builds (a balanced amount?) of toxic.

    Bonfire is in the room, warp out and wash your hands of the nightmare.


    Acervum's Set


    Hoarder's Mask. This Mask belonged to a hoarder of objects, and as such, allows you to find such items more easily. It is also imbued with a little magic, and boosts the power of Miracles and Sorceries by 5%.
    The mask is a plain white mask that has a lot of demonesque looking eyes carved into it, and painted with black ink. Weak-medium defenses.


    Hoarder's Gloves. These gloves belonged to a hoarder of objects, and as such, will allow you to sort through the trash to find the more valuable objects (boost item rate). Weak-medium defense.

    Acervum's Overcoat. A regal crimson overcoat, given to a sorcerer of royal lineage. It is lightly enchanted, as Acervum was a powerful user of all forms of magic. High Magic resist, very weak everything else.


    Acervum's Breaches. Exquisite travelling boots, made for sorcerers employed in court. same defense as the coat.


    Crystal Talisman. A strange collected artifact, a talisman that is partially crystallized. The crystals vaguely resemble scales. This thing has below average magic adjust, but it gives an extra attunement slot and can cast both miracles and sorceries. It's shaped a little like an elongated version of a certain dragon's head.


    BTW, as a user of Miracles and Sorcery, Acervum is very hard to kill.




    Don't tear my soul out Sun 
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    Post by SadPanda Mon Jul 08, 2013 12:54 am

    Name of Area
    Desecrated Palace

    Once a bulwark to undead and creatures alike, this massive haven has been transformed into a thriving area of undead. The palace itself has suffered much damage to due Wyverns attacking the sky piercing towers. There are 5 towers, however only one still stands. The palace itself is partially embedded into a cliffside. Due to rockslides and cave dwelling creatures, this area could prove difficult. It is said that a beat of great power nests at the peak of the last remaining tower, the archtower.

    Enemies
    -Wyverns (rare)
    -Common Undead (extremely common)
    -Undead Bastion, spartan-like enemie that attacks in pairs (seldom encountered)
    -Shade, a black shadow that moves through the air like water, can only be damaged by fire and miracles (extremely random encounter)
    -Farrow Guards, extremely stealthy units that will attack from the darkness at any angle (random encounter)
    -Paladin Rampart, an iron clad knight upon horseback, cannot be defeated head on (mini boss)
    -Wyvern Harpy, angel like demon which can possess powerful wyverns to attack foes (two set encounters)
    -Undead Berserker, extremely large undead savage that cannot be outran. Fighting head on is a doomed encounter and gaining a surprise attack is futile. Has the ability to manipulate the environment to attack you (mini boss)

    Boss
    Grand Wyvern
    Wyverns being a cousin to the Everlasting dragons, rather small in comparison. However in this case, a wyvern that has lived from time since the Stone Dragons has grown to enormous size and power, but in it's years has grown passive and roosts atop the throne of the world. Altough since it's will is weak, it may be comanded by someone who obtains knowledge of possession. (Setup up to Wyvern Harpy, who controls the Grand Wyvern).

    Attacks
    Large Swipe, attacks with huge claws to sweep a large area.
    Claw Screech, drags claws against stone to disorient the player.
    Head Smash, smashes it's head into the ground to stumble the player and follow up with other attacks.
    Maw of Terror, shrieks then attacks with a large sweeping bite. If hit, the player will be killed.
    Holy Flame, the Grand Wyvern has long been abetted by clerics and monks in it's passive years, and therefore has learned the holy rites of humans. Being controlled by such an evil being, these Psalms have been twisted to offend rather than aid. Spread holy white flame that slowly burns the player.
    Radiant Pulse, when great damage is sustained, the Grand Wyvern channels the power of a lost miracle. This grants it the ability to inflict equal burden unto the player. If not stopped, The damage sustained from the attacks to the Grand Wyvern will be reflected unto the player.
    Spirit Cleanse, (only affects sinful players) grabs the player and emits a white light, the more sin the player has, the more damage is inflicted. Sinless players will be momentarily disoriented.

    The Grand Wyvern fight will be a long skirmish whilst ascending the archtower. Eventually, the fight will end out on top, where the player must attack the Grand Wyvern head on.

    Tail Cut
    Paladin's Lance, a lost weapon forged of an otherworldly metal. The weapon seems to pulse with divine energy, and therefore can only be held by the most blessed of warriors. 1HR2 emits a radiant light, blinding players momentarily. 2HR2 summons a white flame to engulf the area and the user. Does 1000 pure magic damage to BOTH the user and the enemy. Doing so breaks the weapon and slowly eats the player's stamina.
    -OR-
    Abyssal Voulge, extremely long and fast halberd twisted and decayed from the form of the Paladin's Lance. Being corrupted by darkness causes the lance to deform and alter it's shape and size. 1HR2 lunges forward, if it sucessfully hits a target, they are impaled and HP is drained for 3 seconds. 20 HP at base level. 100 HP at +5. Deals roughly 300 AR in addition. Very slow attack. 2HR2 is a fast, powerful 3 hit combo that will almost guaranteed break the guard of small shields and strike a severe blow to large shields. If successfully landed, the player gains 1 humanity (from NPC's and other players).

    Unique Features
    -Choice of a tail cut. Using a regular weapon will warrant the Paladin's Lance. Occult Weapons and magic will grant the Abyssal Voulge.
    -Grants access to Bastion's armor, a heavier set of Steel armor similar to the Brushwood armor.
    -Can learn unique miracles and weapons from defeating the Grand Wyvern.
    -Weapons including but not limited to:
     ~Farrow Dagger
     ~Bastion Spear
     ~Berserker Axe
     ~Shade Talisman
     ~Conspirator's Sword
     

    Might add more when I'm not deadly tired.
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    Post by hey its andres Mon Jul 08, 2013 12:59 am

    I want an angel.
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    Post by SadPanda Mon Jul 08, 2013 1:14 am

    hey its andres wrote:I want an angel.
    Your wish is granted.
    SadPanda wrote:-Wyvern Harpy, angel like demon which can possess powerful wyverns to attack foes
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    Post by SadPanda Mon Jul 08, 2013 4:47 am

    Name of Area
    Tideshifter's Arboretum

    The lair of a peculiar beast know as the Tideshifter. It seems all currents originate from a clandestine cave far away from civilization. Gaining entrance can be troublesome, do to Arken's, trident wielding guards that prevent mortals from entering the Arboretum. After wading through muddy waters for a very long stretch, an altar appears with a tome placed upon it. Opening the book at it's placemark, the passage reads, "only those inept and attuned with nature itself are given passage to the holy arboretum". To gain access, you must either:

    A. Kill the leader of the Druids, preventing you from further trade and train with them. Killing the Druid leader will grant you the Fertility Pendant, a relic given to the Druids years ago from the Tideshifter himself.
    -OR-
    B. Earn the honor of becoming a druid and learning the ways of nature. Doing so will grant you access, but not limited to:

    -Unique Druid spells including:
     ~Vital Spirit, allows the user to attack faster than normally, although draining more stamina, it also regenerates much faster.
     ~Solar Absorption, HP recovers at 10 HP a second if the sun is present. (assuming there is a day/night feature)
     ~Lunar Replenishment, Stamina recovers faster than normal. (again, assuming there is a day/night feature.)
     ~Spiritual Alignment, become Ethereal for 15 seconds.

    -Druid set, including:
     ~Druid's Hood
     ~Naturalist's Robes
     ~Florist's Gloves
     ~Countrymen's Footwraps

    -Unique Druid weapons including:
     ~Druid's Staff, a staff carved carefully from a solid piece of wood. More of a relic of sorts, a great deal of appreciation and care was put into the stave. Delivers strong fast blows that will stagger opponents quickly.
     ~Oleander Relic, relics are a means of casting for druids. The Oleander, a deadly poisonous flower, is also vibrant and beautiful, showing the Druid's knowledge of nature.
     ~Huntsman's Bow, a very large bow used to kill game. Adorned with feathers and pelts, it shows the Druid's appreciation for the beings they kill.
     ~Woven Buckler, a very flimsy shield used to rather ward magic and other occult, than weapons and the like.

    -Unique Covenant ability. Upon entering the Druid's covenant, you are granted a gesture which allows you to honor the death of a being you killed. The soul(s) of the victim will be freed and can rest in peace. Lesser rewards are granted through the covenant for lesser enemies, however, very powerful beings will warrant greater awards. (can be used in PvP). One of the rewards you receive, is the Fertility Pendant. If you have it in your inventory, whilst being in the covenant, the souls gained from enemies drops, but drop rates increase significantly.

    Once you have the Fertility Pendant, you can access the Tideshifter's Arboretum. Here you can be the warden of nature, and fight different species to see who is the strongest in the natural order. Doing this, you can make a species extinct, or make one overpopulated, perhaps to suit your needs at times...

    Boss
    Ethereal Guardian

    This boss fight is essentially a long, arena like battle called the "Tideshifter's Gauntlet", fighting summoned monsters and difficult mini bosses. There are a few breaks.

    Finishing the Tideshifter's Gauntlet, an arena type situation, you are allowed to meet him in person. He will teach you special, very powerful Druid spells, and your role in the Druid covenant is maxed. Allowing you access to the most powerful spells and most valuable gear. These spells include (you're welcome to all you ice magic lovers out there big grin):
    -Ice Branch
     ~Frigid Aura, the lack of heat is the arch-nemesis to many species, using this will drastically decrease the movement speeds of certain enemies, but for some, will increase their strength.
     ~Ice Shard Barrage, conjure a sheet of ice and break it into many shards, casting it at foes causing massive damage and a bleed effect.
     ~Freeze Weapon, this enchantment greatly lowers the durability of your weapon, but allows you to destroy other's equipment in the process. It also adds a slight bleed effect to your weapon.

    -Water Branch
     ~Purify, absolve the body of all ailments.
     ~Cleanse, encases the user in a torrent, allowing a safe way to heal over time. If your enemy has ice magic, he can possibly freeze you within your own fortress.
     ~Water Surge, send forth a crashing wave, knocking enemies down and washing them away.
     ~Jet Boost(?), shoot strong jets propelling the user at high speeds, lasts 3 seconds.

    -"Earth" Branch
     ~Tremor, the user punches the ground, causing a small quake with aftershocks that can occur for times up to a minute.
     ~Stone Barrage, raise a stone from the ground, using pressure to crush it to small pellets, then throws it at the enemy. Damage is sufficient and poise and guard damage is immense.
     ~Entomb, encases an enemy within a stone cage for 10 seconds. This does not hurt the enemy, and they cannot be damages whilst this spell is active. The user is staggered for 7(?) seconds after use.

    Alright, I'm beat... I would've added fire magic too, but everyone's seen that.
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    Post by hey its andres Mon Jul 08, 2013 1:10 pm

    No this kind of Angel
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    Post by Seignar Thu Jul 18, 2013 3:30 pm

    Meh, I shall give it a try:

    Flora Palace

    Long ago, the Flora Palace was a large garden of flowers. However, when the original owners of the palace vanished, the corruption of Humanity had given birth to sinister beings...

    The Flora Palace is a large, circular level divided into 3 sections: Outer, Inner, Center. You begin the level in the inner section which consists of a wide spiral climb down, overlooking the center section (It is all open, as if it is all one massive room [both the inner and center], the only thing preventing you from falling into the center room is a wall at waist height). As you progress downward encountering the following enemies:

    Flora Warrior
    A flower given a human form. It carries a shield and sword. When you attack the shield, it will continuously sprout thorns until you cease your onslaught (or break the guard). The Flora Warrior will use the accumulated thorns to fire ranged attacks at you. When the Flora Warrior has take enough damage, it will shrink and flee to the nearest ally, fusing with them. Enemies fused with the Flora Warrior get an armor of thorns.

    Flora Bomber
    Flora in the form of a turtle. It's head fires thorns that will stay in the ground and harm you if you roll in there. When approached, it will use its shell for defense (which is weak to thrust attacks) then pick at you with small bits. It will shrink and flee to allies when severely harmed. Enemies fused with the Flora Bomber leave thorns on the ground when they move.

    Flora Giant
    A giant Flora monster. It's raging fists shake the earth and deal fatal damage, but it is slow. When fused with the Flora Warrior, it gains a giant sword. When fused with the Flora Bomber, it can shoot thorn bombs at you.

    All the more while, giant thorny tentacle emerge from the center and make their way into your location. They have simple slam attacks and can be killed, but spawn infinitely and continuously.

    Notable evil moments:
    - The ground breaks and you have to cross a narrow bridge to get across (where falling is death). The kicker: The end of it is being blocked by a Flora Giant.

    Following the inner sanctum, your road is blocked and you're forced to go out into the outer section. The outer section is a complex of rooms infested with plants. The enemies don't differ except the walls are your enemies because they deal DoT on you because of it being filled with thorns. Using the outer sanctum, you have 2 choices to go either up or down. If you go down, you'll find yourself once again in the inner sanctum and continue your progress down into the boss, inside the center sanctum:

    Flora Queen
    The Flora Queen takes a much more humanoid form and is relatively harmless. What isn't harmless are the 4 or so thorn tentacles guarding her. The battle ends up being a mixture of Bed of Chaos and Gwyndolin. Here is the situation:

    - The Flora Queen rests on a giant, corrupt tree in the center of the room, protected by a self-made barrier that requires the destruction of the 4 guard tentacles.
    - The tentacles are like a Hydra, they act in unison, but have separate health.
    - Periodically, the corrupt tree will sprout a Flora Warrior to the fight.
    - The tentacles can fuse with the Flora Warrior and turn into giant swords. Once they do, they become independent, but still contribute to the Flora Queen's barrier.
    - Once the barrier is lifted, the Flora Queen will engage and use the corrupt tree's branches to attack. Each move causes high stagger and relatively low damage, but it does stun considerably; note that the Flora Queen is always immobile.
    - If the Flora Queen is defenseless, the corrupt tree will begin sprouting 4 more tentacles. Once all 4 have respawned, the Flora Queen activates her barrier.

    Getting the jump on her!


    Here is a little fun part: What if you go up from the outer section? You will arrive at the rooftop, where the only thing present is a Flora Giant and a large circular window resting in the middle as the floor (and probably some nice treasure for deception). If you can bait the Flora Giant into smashing the window and you fall in, the following will ensue:

    "You plummet down the center section and you survive only due to the fact you smash against the corrupt tree's many (comfy) leaves. You land just in front of the Flora Queen, who looks at you rather amazed. As you take your surrounding you notice the four tentacles seizing you up and preparing an attack, but they get cut down due to the falling (large) glass landing on them. You stare back at the Flora Queen as her barrier disables and being combat"

    Yeah, that little secret let's you spawn practically right in front of a vulnerable Flora Queen!
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    Post by Undiscovery Wed Jul 31, 2013 6:44 pm

    Here's a few. I don't feel a need for specifics as you could easily fill it out with your own imaginations.

    A great 'ghost' ship. Doesn't have to be a ghost ship I think it just matches the theme better. But I mean titanic size. Perhaps an old Warship for the Gods.

    An expansive eqypt-inspired Desert ruins filled with mirages, traps, mazes, tombs, and other treasure hunting mysteries, gotta have mummies, anubis demons, and serpent/scorpion/scarab demons.

    My favorite; An amazonian-inspired rain-forest littered in aztec-like ruins. Filled with poison naturally, and hallucinogenic flora that causes you to fight hallucinations as enemies. I mean a really wonderlandish-trippy place where you never know whats real and not. Maybe like a Snow White Dark Forest, if you will. Like you go down a way to a dead end and you turn around to leave and there's a dead end behind you, now you're like "wth?!" turn around again and monster jumps you or new area.
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    Post by Johnthethird Wed Jul 31, 2013 11:12 pm

    Sen's Tomb
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    Post by Sleeprocket Fri Aug 23, 2013 3:39 pm

    Im loving all the ideas so far! Especially the Emporium and Colloseum ideas.
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    Post by Kiva the wanderer Fri Aug 23, 2013 4:43 pm

    Name:

    Palace of mirrors

    The boss of this room is similar to the four kings accept you are rushed by 2 dark reflections of yourself and each one of the reflections has 1000 HP, if you dont kill one in time another will join the fight, after you have killed a clone a mirror will shatter you have two options, you can 
    1. Break the mirrors ( 30 in total mirrors take two hits to destroy )
    2. Kill all the clones ( Who combine have 10000 HP ) So ten clones will have to be killed.
     
    Boss gimmicks, they are clones of yourself and wield what ever weapon you have in your inventory that you are most effective with and that your stats can handle, each clone cant use the same weapon, if you dont have enough weapons the clones default to what ever weapon you are using or whatever weapon thats in your secondary slot.
    The even numbered clone will always by default be given a bow or some other from of ranged attack thats akin to your character archtype ( you picked a sorcerer at the start you get attacked by souls arrows).
    They can not heal but they can use whatever item you have in a slot, (Buff, bomb etc)
    The day and night cycle effects the colour of the clones (Shadows if night, Normal during day)
    The clones have whatever armour you are wearing and if you change your equipment since your armour is being reflected by the mirrors their armour will change too.

    After killing the clones the room shatters, the mirrors fall, the glass shatters and you take in the beauty of it all, you are given the mirrored soul which can be used to forge the mirror greatshield or the mirrored buckler, the special trait is that the mirror shields rebound magic if parried and resist magic better.

    The area before is full of shadowy generic enemies, since the corridor is full of mirrors and generic hollows.
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    Post by raecor14 Sat Aug 24, 2013 1:31 am

    Mine would be a massive forest, but not covenant related. it would have a think mist layer in the center and it would gradually disperse the farther out you got. the trees would vary in size and would create bridges and it would be multi-layered. the enemies would be human but with slight anamalistic changes. the warriors would have tails that had spear like ends and the mage would have special arm growths that acted as a catalyst. the boss would be a humanoid enemy roughly the same size as the player with great speed an accuracy and moderate damage. also, when invading, you get a green phantom instead of a red one so you camouflage more.
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    Post by Soul of Stray Demon Sat Aug 24, 2013 3:46 pm

    I was thinking of an area that had a bunch of long hallways filled with acid gas that would damage your equipment. And they would be filled with enemies and traps. Make it very dangerous to stay in for too long.
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    Post by Undiscovery Sat Aug 24, 2013 4:33 pm

    Soul of Stray Demon wrote:I was thinking of an area that had a bunch of long hallways filled with acid gas that would damage your equipment. And they would be filled with enemies and traps. Make it very dangerous to stay in for too long.
    Make it like Fallout: New Vegas' Sierra Madre in the Dead Money DLC. Covered in toxic cloud that slowly eats your health, why not add in equipment damage. It would definitely be a sweat-inducing area in the Souls universe, no doubt.
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    Post by Soul of Stray Demon Sat Aug 24, 2013 4:38 pm

    Undiscovery wrote:
    Soul of Stray Demon wrote:I was thinking of an area that had a bunch of long hallways filled with acid gas that would damage your equipment. And they would be filled with enemies and traps. Make it very dangerous to stay in for too long.
    Make it like Fallout: New Vegas' Sierra Madre in the Dead Money DLC. Covered in toxic cloud that slowly eats your health, why not add in equipment damage. It would definitely be a sweat-inducing area in the Souls universe, no doubt.
    And quite an interesting place for PvP, would make area control spells like poison and toxic mist useful in trying to force the other player into the gases.

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